My theory is x number just are not counting towards the total. So my other theory is if you just keep doing them you'll eventually hit the trigger.
This is exactly what drives lab rats mad in a Skinner Box.
My theory is x number just are not counting towards the total. So my other theory is if you just keep doing them you'll eventually hit the trigger.
? why do you think I'm spending any time on this game? I finished Horizons--its done--its the same thing over and over again as well.. You can get away with it in a spaceship, when you start introducing the human element it's much harder to get away with weak gameplay..You can still play Horizons. No need to put so much of your time into a DLC you don't enjoy/play.
? why do you think I'm spending any time on this game? I finished Horizons--its done--its the same thing over and over again as well.. You can get away with it in a spaceship, when you start introducing the human element it's much harder to get away with weak gameplay..
I can live without this forum, please dont take it away from the others I'm not sure where they'd go.If you two do not cut it out you will very quickly run out of threads to post in.
I think if the unlock process is improved (visual progress counters, reduced RNG requirements like SDPs) and we get loot from kills, then all that's left is to just fix the "relog deletes stuff" and make it so there's a short timer on it instead. So we can opt to cruise to a nearby settlement in the same system (like "bounce" between two or three) to get more materials and missions "reset" the items as soon as you load in (encouraging the use of missions further)... it'd be pretty much set. Being able to just do, for example, scavenger or restore/scav missions and get:This is exactly what drives lab rats mad in a Skinner Box.
For me, it would be more enjoyable if they simply let us loot kills--different weapons and suit parts- then give the engineers more of a Gaurdian type event gameplay mechanic- Have unique events for each of the engineer unlocks, more quest based than finding random things in peoples bathrooms.I estimate that it would take around 4-5 hours of relogging at a Impact Site Satellite to get enough Manufacturing Instructions to G5 all 14 items of your gear.
I can't imagine how long it would take to get all those under normal means.
They need to increase drop rates of everything so won't feel like we need to relog. But until they do that I plan on relogging to get everything I need as quickly as possible.
As it stands, even something as seemingly certain as a mission reward can be snatched away from you, seemingly at random, thanks to the buggy mess everything is in.
I like the idea that scavenging and smuggling nets credits though. It would be worse if it was 100% just for upgrading.The issues I see here are mainly that
the numbers of required items for upgrades are too high in some instances.
there are too many 'junk' items that are of no use to any player with credits.
stuff you CAN barter with the barkeeper are stuff that you need for other upgrades.
Surely if you pick up any item that's only good to sell to the barkeep for 100k cr, then (s)he should at least trade it for some Graphene....which costs what? 1300 cr![]()
How many hours total do you have? Like 50 hours? Did you upgrade all those suits and weapons and then engineer them? Final question are you telling the truth?I've been playing the game for an hour or so each day now since release and I currently have G3 Artemis, G3Maverick with extra backpack and reduced tool consumption and G4 dominator. I have a G3 laser carbine with faster handling and stability and I've just upgraded my Manticore sniper to G3 with silencer. I haven't relogged once, just been playing the game and collecting things and missions rewards as I go. I don't think that's bad for just over a month of release. I can see the engineer stuff lasting a few more months at least and I'm fine with that. People seem to want to get to the end of the road as quickly as possible and they miss the journey.
How many hours total do you have? Like 50 hours? Did you upgrade all those suits and weapons and then engineer them? Final question are you telling the truth?
Honestly, there really isn't a need to add a bunch of mechanics to fix it. Simply make some of the camps bigger with more spawn locations for the materials and add a respawn timer on them. As long as the respawn isn't obnoxious, it sure would beat the hell out of logging out and back in to get them to respawn.
Long term, let people trade on a player commodities market.
But yeah, it's a terrible mechanic that promotes logging out/in to get the materials to spawn.
Fdev: "Uhh, what? You mean we should just add a mess of items with a recipe use, items with no use AT ALL, items with engineer unlock use, and not differentiate between any of them?"IIRC early Horizons already had mechanics in place to completely prevent relog farming. It's why we had crack trains. You could not scan the same settlement twice within a week, so players would build optimized lists of settlements in order (a train) in which they'd visit to scan every week. At the time, cracked industrial firmware was the hot mat in shortage (the crack).
They removed this. The relog farm mechanic was installed (along with Jameson's crash site). Why I can't say, as they seem to have agreed in dev posts that it's a problem they agree needs to be tackled, but I suspect there may have been some goofy conflict between past existing relog-inhibiting functions and something else. Either that, or some rather horrifying levels of incompetence and stupidity were involved with some decision making.
I'm in no way saying grind should take longer. Even with relog mechanics in place, it still takes way too long to accomplish anything. I've already fully raided and plundered some 80 bases, half through relogging, but have yet to purchase a single upgrade or engineering mod and have only one engineer unlocked so far. That's not fun nor is it interesting. In fact, the end-condition of having overpowered gear isn't interesting either. I'm afraid combat won't be as fun, similarly to how certain ships with 10k mj have become, so I've decided to stop here. Unfortunately, that has reduced Odyssey's meaning and value to zero for me. It has no purpose other than ruining itself.
I really wished they hadn't even attempted the whole engineering mat system and simply offered lootable weapons with some rare chance to get modded components out of them. It's similar to what they did placing rare items in shops, but instead of jump dock spamming to get them, it would have been through related gameplay instead (on-foot combat).
Elite already had a complicated-enough mat system in place. I would have much rather seen settlement mats used in effect to craft ship mats, then see those ship mats used in effect for a more diversified, flexible, fair, and balanced p2p sandbox compatible ship engineering system unlike the current click-upgrade-to-become-overpowered-ineers. They had an opportunity here to provide something different than mat traders, alternative methods of obtaining rare components like pharmas rather than randomly jumping from outbreak to outbreak and brainlessly dropping in on effortless unimaginative content like high grade signal sources. Instead, mix some of this fabric, memory chips, bleach, med kits and bio samples to craft a pharma. They also passed the opportunity to add more to what most argued are unfinished features of the past. More weapons, more mods, mods for items that don't currently have any, more MK variants of ships and module storage.
This new isolated game loop of suits and pistol upgrades, where relog farming increases returns 10x, is just another sad story in Elite's history. It doesn't need more crap loops scattered on the outskirts, it needs its previous loops enhanced.
I can't even imagine how they came up with this stuff. The community managers even assured us, before launch, that the relog issues are being taken very seriously this time. Then bam, the expansion ended up being designed completely around it like it was the primary feature of a loop that never had reason to exist.Fdev: "Uhh, what? You mean we should just add a mess of items with a recipe use, items with no use AT ALL, items with engineer unlock use, and not differentiate between any of them?"